Gary's Poser Unit Creation Thread and Workshop

Alrighty, this took some finagling to get the rifle from his back to his front and the paradrop animation alone is a whopping 38 frames! But I think he looks more natural when he fields his rifle.

Drop/Default

SampleRedDevilDropFinal3.gif


EDIT: Had one last kink to get out. His right ammo pouch was shifting in the transition from the paradrop to the default animation. Animation above is corrected version.
 
Looking very nice!

And as BeBro already made a British paratrooper with a Sten and a helmet, having yours with a rifle and a beret makes for nice variation.

BritParaCamo_lg.gif
Red_Devil.PNG


I'm also looking forward to your royal marines
 
Looks good, but I don't like the way he moves his left leg after landing - his body remains stone-steady as he does it, which makes him look like a jellyfish waving a tentacle rather than a human being supported by a leg. His hip should move in the same direction as the leg as he moves it. If you want him to end up in that somewhat asymmetrical stance, I'd recommend having him move his body to the right as he moves his leg, and then slouching into the stance afterwards. I think that would look more natural and give him a bit more character too.
 
Gary, great job on your first unit!

Also, the paratrooper is looking good. Here's a few suggestions:
- Try to fatten up his gun a bit. You should be able to make it taller and thicker (z and y scale) without making it longer.
- I used that same parachute for my first paradrop. It looks good, but it's too stiff. Try playing with the magnets in poser to give it some morphs. Alternatively, take a look at a chute that I made for my WWII paratrooper:
http://forums.civfanatics.com/downloads.php?do=file&id=6037
It ain't perfect, but it does have some morphs to add some movement to the fabric.
- When I make a drop, I end in the default pose in the SW direction. In game, after a paradrop, the unit always transitions to the default anim facing SW, so I think this makes the drop blend in better.
 
Thanks Steph! I'll make royal marines my next project. It'll be a minor variation on the paratrooper, except with a sten and I'll try to throw in a couple unique animations just for the marine.

@Plotinus: Thanks, I didn't notice his left leg movement but I'll go back and try to move the hip along with the leg.

@NavyDawg: I've never used the magnets. It may take me a little while to figure out how they work but I think you are right about the chute. I wasn't very happy with the collapse either but didn't know what else to do about it.

EDIT: How is this for a paradrop? I haven't used the magnets yet so the chute is still in need of altering but as far as the movement of the figure...

SampleRedDevilDropFinal4.gif
 
The Run is Looking Good... Perhaps have him lean forward just a bit more and add more "impact bounce" to the Jog. He seems a little stiff or straight from the Hips up as he jogs. As his feet hit, you can show more weight impact with subtle, sharp impacts 1 frame after the feet hit the ground. It appears that he should move down more for both feet, particularly concerning his right foot. This would be very slight.

Edit: For the Paradrop Landing, have him shift his weight to his right Before he picks up his Left Foot rather than at the same time.
 
I completely redid the run. Here's what I came up with. I completely had the physics messed up. I was having the torso turn in the wrong direction when the feet hit the ground.

RedDevilRun2.gif
 
I'm in sort of a dilemma with the paradrop. This is the best I can do with the parachute I have. I realize NavyDawg's chute is morphable but I really like my chute better appearance wise. I've tried playing around with magnets but I have absolutely no idea how to use magnets. :sad:

I have altered the drop to the southwest to blend in better with the game. The drop facing south is simply so people can see what is happening from a front on perspective since the SW is a little hard to see everything.

SampleRedDevilDropFinal5.gif
SampleRedDevilDropFinal6.gif
 
Here's a preview of my Royal Marine Commando with his sten gun. I'll get to work on him after I finish with the paratrooper. Just couldn't resist creating a preview.

CommandoLarge.png
CommandoSample1.gif
 
Here's what I have so far for the Royal Marine Commando.

Run/Default/Fortify/Attack/Victory/Default

RMCSample2.gif
RMCRun.gif


EDIT: Adjustments to Victory animation.
 
OK. The poses for the Royal Marine are complete. Is there anything which needs adjusting before I start animating?

RMCDeath.gif


RMCSample3.gif


I had to increase the dimensions of the death scene alone just because it otherwise wouldn't have fit the gun being flung back. All the other animations are 100x100.
 
A preview of my next unit after I get the Royal Marine animated. Since I'm on a Commonwealth theme the next unit will be an Australian Rifleman from the Pacific theatre.

EDIT: And throw in a European theatre Australian too.

AussieCivpedia.PNG
EuroAussieCivpedia.PNG
 
I like the Victory Gary. The Death could be adjusted do the Feet move in the same direction as he Falls and the feet would come off the ground at least slighty just before he Hits the Ground. Adding a very slight Bounce to his head, torso, legs and feet would also add a natural nice touch to his death. The Rifle could also bounce shift slightly.
You can raise his Left foot as he starts to fall and at the last frame just before he actually hits the ground, have his right foot move off the ground and then have his Left foot hit the ground just after his body hits, then the Right Foot. For any of the slight bounces for any part of his body, you would just move the parts very slight amounts.
 
The "Bounce" I am referring to is the Very slight impact "Bounce" and the Feet coming off the Ground. All very slight so it would not appear to be a Bounce so much as a slight opposite action from hitting the ground. Rather than dead still, there is a slight Jarring action that can be accomplished the same way as a real Bounce...just much less of an action.
 
I know. My comment was more a question of priority.

A bounce would be nice. But the most important issue is the feet staying firmly of the ground.

This HAS to be fixed, because it really look strange.

Then a bounce could be added for better effect. But if the first step is not done, then it would still look strange
 
I'm still running a batch render for the Royal Marine but as soon as that finishes I'll tweak the death. So the rest of the animations look sufficient I assume?

I have a good working palette already. I checked it in game with the Default and Attack animations and it works well. Just need the other animations to finish before I can finish the unit.
 
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